precision mediump float;
varying vec3 v_Color;
varying float v_ElapsedTime;
//uniform sample2D u_TextureUnit;
void main()
{
    float xDistance=0.5-gl_PointCoord.x;
    float yDistance=0.5-gl_PointCoord.y;
    float distance=sqrt(xDistance*xDistance+yDistance*yDistance);
    if(distance>0.5){
        discard;
    }else {
	    gl_FragColor=vec4(v_Color/v_ElapsedTime,1.0);
	}
	//gl_FragColor=vec4(v_Color/v_ElapsedTime,1.0) * texture2D(u_TextureUnit,gl_PointCoord);
}